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Heya, I actually would like to try an all priest party. Probably would just go with a relatively balanced attribute line, instead of min/max with a dump stat or two, and make up for everything with gear and buffs. I like the idea of pushing defenses really high with buffs, dropping conc ground for auto-healing, and then start dropping the fire based attack spells. Might just be fun, albeit a little slow. I definitely noticed a lot of the priest's spells take a long time to cast, so concentration will be a big deal. Mean while, I can drop a fireball in a heartbeat with a wizard. Then again, I wonder... all priests... or really, all druids. Hrm. Very best, one thing that balances the long casting time and short range of many priest spells is the availability of seal spells. cast seals pre-combat with the op hazard accuracy bonus. no matter how fast you cast a fireball, it ain't quicker than a pre-combat set searing seal. HA! Good Fun! ps forgot to mention the Foe-Only nature o' seals, which is curious for a hazard, eh?
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during beta, more than a few folks claimed that chanters made the best tanks. that being said, Gromnir would opt for more priests. in fact, an all priest party is kinda fun. the only drawbacks to all-priests is that 1) your tank is gonna have lowish health even if you choose a dwarf with the rauatai culture, and 2) while you have many will opposed spells, you actual have surprisingly few will debuffs, painful interdiction being a notable exception. am thinking that priest offensive spell casting is frequent overlooked. add scion o' flame to a few high might priests and watch the world burn. regardless, we can always find room for more priests. HA! Good Fun!
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Hottest Weather Girl EVER Is Blowing Up the Internet
Gromnir replied to ktchong's topic in Way Off-Topic
and here we thought this thread were a nod to the recent SCOTUS same-sex marriage case. HA! Good Fun! -
Dragon Age: Inquisition vs The Witcher 3: Wild Hunt
Gromnir replied to ktchong's topic in Computer and Console
They have enough fantasy kingdoms and fantasy objects they could probably do a pretty solid high fantasy story. Make Chernabog the main villain somewhere in it, and I'd be for it. disney has the movie rights to gaiman's the graveyard book. the man Jacks are a fantastic adversary that would be ideal game fodder. not sure what kinda digital game rights disney gots for gaiman's work. am guessing that disney has rights to the edgar rice burrogh's john carter of mars stuff. am fully aware that the movie were a monumental flop from disney's pov, but the setting is fantastic for a crpg. got a variety o' weird races and a combination o' swords, ray guns and super-science that is already everything monte-cook's numenera hope's to be. disney could do much that would appeal to Gromnir, but am doubting they do. disney already stated that they is more interested in the mobile apps end o' the gaming spectrum. HA! Good Fun! -
well, it doesn't actual matter if you believe that games has gotten buggier. if you believe day-1 releases is too buggy, do not pre-order or buy them on day-1. if a significant % o' purchasers chose to refrain from day-1 purchases and pre-orders, publishers would change. sure, more than a few developers and publishers would be hurt before the industry realized that consumers were genuine demanding more stability from initial gaming software releases, but the industry as a whole would change. other than kickstarters, Gromnir has not pre-ordered or made a day-1 purchase since nwn. our delayed purchases result in us playing games that is... better. we get cheaper. we get more stable. we frequent get more content as well. complain about bugginess o' games but do not change our purchase behaviour? HA! publishers don't care if we complain but continue to pre-order. our only meaningful leverage is to pay, or not. we chose not. HA! Good Fun!
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Lisa: What am I doing wrong, Little Vicki? Vicki: Well, you're falling a lot. Maybe you should work on that. Lisa: Yeah, well, no offense, but maybe I need a little more instruction that just "tappa-tappa-tappa". Vicki: Why, back when I was your age, I had 43 movies under my belt, and I had to do it without tappa-tappa-tappa. I would've killed for tappa-tappa-tappa. perhaps the developers could benefit with a bit more feedback than "tappa-tappa-tappa." HA! Good Fun!
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The Weird, Random, and Interesting things that Fit Nowhere Else Thread
Gromnir replied to Blarghagh's topic in Way Off-Topic
true, but then wouldn't you expect the doomed but perpetual relationship to be punctuated by mutual acts o' domestic violence that would make ray rice cringe? HA! Good Fun! -
corrode and fire damages our our favorite elemental damages as those two is particular effective against noteworthy foes. ogres is weak to corrode and spirits/vessels is weak to fire. between corrode and fire you cover most the entire monster spectrum. kith is a broad category. pale elves is kith, but they got elemental resistances. am suspecting that various mages and druids is given the same elemental talents that players can take, but we rare pay close attention to the elemental resistances for kith as we is more concerned with the fort/ref/wil saves. am agreeing that if you got weapon(s) that account for two damage types between the slash/pierce/crush categories, you are not needing be too concerned with getting the third. is one reason we feel that the dual damage weapons mod is so underrated. if you like the graze to hit improvement quality from flails, then gaun's share is a fantastic tank weapon from start to finish. upgrade to excellent and give corrode and kith slaying... am thinking you got the points for that load. draining is arguable the bestest tank weapon mod, though flails do less damage, so you get less mileage. there is a late game flail that has the stun-on-crit quality, which is a bit overpowered. Gromnir is not a huge fan o' giving paladin tanks the weapon focus talents, but doing so is worthy o' consideration, particularly in light o' the stunning weapons's efficacy.... though you can add both reliable quality and stun to the modifiable spear if you so desire... and the spear already gots the inherent accuracy boost. regardless, IF you wanna take a weapon focus talent as a paladin, adventurer's for flails is as good a choice as our peasant suggestion. HA! Good Fun!
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more than a few modal abilities has Never been fixed by obsidian. however, the following link may help nobear as it does address most modal stacking problems we encountered. http://forums.obsidian.net/topic/76862-i-found-a-new-way-to-fix-the-rogues-reckless-assault-stacking-bug/?p=1651130 treat zealous focus same as reckless assault for purposes o' fixing. HA! Good Fun! ps chances are you won't need to save and reload as many times as the genesis poster.
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as with so many things, a best weapon is gonna depend on how you play and your party. pre-2.0, the possibility exists to become nigh invulnerable w/o trying too hard. does +5 deflection from a hatchet make much difference to a functional invulnerable character? sure, you can always be more invulnerable, and against a handful o' critters more will never be a waste. even so, from a practical perspective, there is weapons that is gonna benefit your overall success even if they do not initial appear sparkly. the guarding weapons, particular shatterstar, is valuable to offensive minded tanks. is kinda-counter-intuitive to think o' the offensive value o' a guarding weapon, but where we tend to see the greatest value from engagement for a tank is actual offensive in nature. simple because o' the engine, is very difficult to engage more than 3 or 4 foes anyways... and if you stick your tank out in front a bit, foes is gonna gravitate to your tank regardless o' engagement. however, when a foe attempts to Break engagement is where hold the line and guarding shine. you get a disengagement attack, which is gonna be yawn-worthy if you got crud accuracy and terrible might and your weapon is an unmodified measured restrain hitting for 1-2 damage against moderate dt foes. however, with a higher accuracy tank, perhaps a fighter or monk who has weapon focus talents, a weapon such as a modified shatterstar will produce impressive numbers... although we actual get our best results from engagement from our off-tank who is more likely trying to pin down a flank. undead who is determined to get past us and at our squishies get chewed up with disengagement. as an aside, while it were mostly corrected in the beta, we can still force disengagement. if a partymate pushes a foe away that you got engaged, you may (am still trying to catalog all the ways we can force disengagement) get your freebie disengagement... though it don't quite work the way it once did. swords? shame or glory is a surprising nice monk-tank weapon and there is decent tank swords from start to finish. a monk tank, depending on how you decide to play it, may take more damage than a paladin or fighter tank. get valiant and marking quality on a weapon is nice for a weapon, though you can build a spear with the exact same qualities and have better overall accuracy... but not the _/_ (best) mod. as a paladin, a valiant sword may not be all that great for you. is perhaps ironic that we find little to offer a tank from the knight weapon focus group. battle axes? is nice battle axes Late in the game and not great for tanks. so... that brings us to the spear, which you can mod as you please. ritezzi's thorn and the vile loner's lance is available (possibly) even earlier and both has qualities that is arguable worthy o' tank consideration. that being said, depending on your personal tastes, you can load up cladhalíath with draining and other tank-lover mods. the aforementioned monk may prefer valiant, but coordinating is kinda keen too. with spears in the same group as hatchets, you can always switch over to the hand-axe if you need a bit more deflection, though truth to tell, the unique hatchets is not having ideal tank mods. the kith slaying hatchet will be a great rogue weapon, particularly if the speed mod is ever fixed, but hatchets is kinda meh for the most part. guess it were too obvious to make a great tank hatchet, eh? the ruffian group is nice, in part 'cause you got great options all the way through the game. resolution is available early in the game, and a sabre with the reliable quality is okie dokie for a tank. blesca's labor is fantastic endgame tanking weapon, but you only get it near the end o' the game. there is a jolting touch stiletto early in the game. it were nerfed so that it now only triggers 1x per encounter, but it is a curiously decent tank weapon even so. some folks think ravenwing is a candidate for bestest endgame weapon. is a mace. not our choice, but is ok arguments for it as t has coordinating, inherent dr bypass and extra damage. *shrug* etc. am personal a big fan o' the peasant group, in part 'cause we can get so many great weapons early in the game. sure, we can add all kinda mods to all weapons, but the spears has nice mods we cannot add through crafting and there is also the unique spear that can be customized more than any other current weapon. and what the heck, you can always use a hatchet if you feel you need extra deflection. is not as straightforward a question as it would appear. HA! Good Fun! ps we didn't spoil anything did we? no story spoilers or specific locations.
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poor reading skills may be your problem. could explain a few things. we said: to thus complain that a non-traditional fighter build is viable is therefore showing a certain level o' ignorance. you say: is not the same as as complaining that non-traditional builds are viable. still need to point out the difference? is actual a more significant alteration than the one you fallaciously claim we is making. given the poster's feel argument, we do not know to what extent he/she is claiming that non-traditional builds is viable. we do however know that the viability o' a particular non-traditional build does in fact cause a feel problem for his/her role-play sensibilities. regardless, making more builds viable, including non-traditional ones such as a 3 might/strenght and 8 con is a Goal o' the poe attribute system... but we are going in circles... again. as to matt and elerond, you are nuts. you clear do not know what strawman nor did you read their replies. http://forums.obsidian.net/topic/80445-update-99-announcing-the-expansion-and-update-20/?p=1707902 elerond responded. http://forums.obsidian.net/topic/80445-update-99-announcing-the-expansion-and-update-20/?p=1707910 you claimed that "no-one" had made such an argument. elerond identified that the argument were in fact made. matt516 chimed in to observe that he could not see another option. oh, sure, folks could try and "mischaracterize" to use your turn o' phrase, but there weren't, a reasonable alternative. again, we are using logic fallacies, so some kinda retreat to feels is laughably misguided. Gromnir, by contrast, never actual attributed a particular misbegotten respec argument to you in this thread, so the only wacky strawman argument you had to make were an extreme general umbrella statement that," as usual, no-one has made that argument." both matt516 and elerond rejected your assertion. you helped prove matt's point in your follow-up, but that is typical luckman icing on the cupcake. regardless One o' these days you will grasp strawman. did you teach self strawman via internet? perhaps you need more guidance. is why we suggested getting yourself a copy o' copi. it could/should help. you failed to understand 2x in this thread. you failed in the codex review thread 'cause you couldn't grasp that strawman requires that we attribute a weak argument to you that we then would dismantle. our claim that there were no functional difference 'tween d&d hard counters and ie game hard counters does not create even the possibility o' strawman. your strawman assertion failed in the mechanics for priest thread, 'cause we never suggested that you had made a claim other than that mechanics modification o' seals were a bug. again, were your fail, though for a different reason. you spam strawman. it should be embarrassing to you... though we suspect that you will eventual get it right given that you use so frequent. as to obsidian failing miserably with attributes... *chuckle* is more feel, eh? as we noted, obsidian observed that their attribute system would not preclude min-max, so identify that min-max were possible is not having as much impact as you believe. we noted how personally we played a melee dps, tank, and support character with near the same attribute spreads and clear not following any kinda-min-max guidelines. our efforts were not punished. in fact, we were frequent rewarded. sure, some kinda spread sheet would show that we did not have optimal tank or dps builds, but our tank were far better in support than an optimal tank, and our dps, with extreme high deflection, were not near as squishy as so-called optimal builds. we had choices. we made choices that enhanced our gameplay. what a terrible result. oh, and by observing this and other boards, the feel we get (*chuckle*), the general idea (HA!) is that the attribute system were well-received by many, confusing to some, and loathed by a few. https://www.youtube.com/watch?v=6-oHYYaw9jA yeah... am thinking we don't need more feelings, luckman or otherwise. "And that's true. I know that's true. I've said that many times." ... you are gonna realize that you (you in particular) saying stuff many times, don't count for much. HA! Good Fun! ps http://www.metacritic.com/game/pc/pillars-of-eternity is a better barometer o' community feelings than luckman or Gromnir, no?
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have this guy stand in for chrisA and it will be as if the former obsidian writer is there in spirit. HA! Good Fun!
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But Strawnir, no-one has complained that a non-traditional fighter build is viable. I realized long ago that your strawmen doesn't stem from issues with fallacies, but from some cognitive issue in regards to understanding what people are actually saying, and I think you're obfuscating those cognitive issues by "pretending" to speak like a hyperbolically accentuated retard. But it doesn't make it any less important to point it out, lest you'd win arguments by walkover. "It is a fighter afterall and having 3 might and 8 constitution really breaks the role playing feeling..." you can't be this obtuse. HA! Good Fun! Saying that having a 3 Might and 8 Constitution Fighter breaks his roleplaying feeling is not the same as as complaining that non-traditional builds are viable. Misconstruing someone's position in order to make it largely indefensible and attacking that argument (or lack thereof) instead is known as a strawman. And that's why you're called Strawnir. *chuckle* irony? compare: to thus complain that a non-traditional fighter build is viable is therefore showing a certain level o' ignorance. v. is not the same as as complaining that non-traditional builds are viable. indeed. is not the same. oh, wait, you ain't gonna now try and convince us that the underlying intent is the same based on the context o' our post, are you? HA! the low might and low con fighter breaks the poster's role-play feeling? the poster wants changes to the attribute system. a reason the change is required is that a 3 might 8 con fighter is incongruous with his role-play feelings. am not prepared to divine mati feelings to quite the degree you do. hell, we sure ain't gonna try and explain how you could suggest that the poster meant tank when he said fighter. is not difficult to recognize that the the poster's role-play feelings is disturbed by the viability o' a non-traditional fighter build such as a fighter with 3 might and 8 con. ... you still don't get strawman. is doubly humorous as you bring up a logic fallacy in the context o' a "feel" argument. is treble humorous given your last post. heck, earlier in this thread you misrepresented strawman and were corrected by posters other than Gromnir. it were you being obtuse that made you see strawman where it were not. elerond and matt516 both corrected, and you nevertheless go ahead and make the same mistake(s) in the same thread. why won't you learn? why? HA! Good Fun! ps to keep this from going complete off the rails, we will note that feel arguments is providing little guidance. obsidian cannot possibly divine the precise perfect feel point that is gonna satisfy the mostest number of people. they sure as hell cannot get feel right for everybody. if a particular build is too far away from an individual player's range o' what is reasonable, how does obsidian measure that against the feel o' Gromnir or anybody else? oh, sure, no doubt many such shot-in-the-dark attempts to find the perfect feel point is made with every crpg development, but any feel appeal is offering little guidance to the developers. obsidian, took a rational approach. feel is necessarily minimized if you are trying to maximize attribute spreads that is playable and fun. to that end, we will note that a few classes would benefit from greater tuning to maximize attribute diversity. perception were too easy for non-tanks to dump previous to 2.0, but there is other attributes that clear need some work... and not just constitution neither. for instance, while intelligence extends the duration o' knockdown and the max distance of clear-out, there is relative little pay-off for increasing intelligence on a fighter. rogues has a similar problem. yes, the duration o' blindness or hobble is increased with intelligence, but from a functional perspective, the duration o' the rogue debuffs is inconsequential as they is single-target, and those single targets is likely to be dead before durations become an actual concern. am believing that for the expansion or sequel, fighters and rogues would benefit from a few additional aoe debuff or attack options. sounds like a smoke bomb is available to the companion rogue in the expansion, yes? am hopeful there is other such aoe debuffs or attacks that we could envision as being genuine worthy o' additional points in int. goal is to make all the attributes useful to any class. not expect equal use for all roles-- that would be silly. give us options.
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faith and convictions does make a big difference. we can't imagine dropping might or con any further on a tank 'cause o' the fort save issue you identify, but thanks to the aforementioned paladin quality, coupled with judicious usage o' consumables, we more than simple manage... though we do concede that til we get faith and convictions pumped a bit, it makes sense to rely a bit on a second tank. regardless, a +22 fort save bonus does make the unimpressive might and con easier to bear. HA! Good Fun! ps Gromnir skews heavily towards crit-based builds, so the accuracy buff is a major advantage. regardless, whether it is converting grazes to hits or hits to crits, a +10 accuracy buff is a major enhancement. consider how many folks is planning to rebuild their poe characters post 2.0 to take advantage o' perception's +1 per point accuracy boost.
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Dragon Age: Inquisition vs The Witcher 3: Wild Hunt
Gromnir replied to ktchong's topic in Computer and Console
whenever we hear of the witcher franchise, we cannot help but be reminded o' the following: “It could have been--it didn't have to be obscene.... It could have been--a bird out of season, dropping bright-feathered on my shoulder.... It could have been a tongueless dwarf standing by the road to point the way.... I was prepared. But it's this, is it? No enigma, no dignity, nothing classical, portentous, only this--a comic pornographer and a rabble of prostitutes....”― Tom Stoppard, Rosencrantz and Guildenstern Are Dead HA! Good Fun! -
our high intellect paladin makes a fantastic tank. there is a continuing misconception about the impact o' attributes in poe. an ideal attribute distribution is far less vital in poe than in many other games. pumping and dumping is what folks do in other games, so is assumed it is equal necessary in poe. the developers purposeful avoided that pitfall. m 10 c 9 d 10 p 15 i 18 (19) r 16 once you get to defiance bay, you can have a near constant +4 to intelligence via a resting bonus. add the horny-demon helm o' +2 intellect, and you is boosting by 6 points. nevertheless, regardless o' attributes, our efficacy as a tank is more a matter o' our class, talent choices and abilities. attributes is an important factor, but we get valuable pay-off by focusing on intellect as 'posed to might or dexterity or constitution. our darcozzi paladini were extreme efficacious as a zealous focus tank. with faith and convictions fully buffed and maximizing deflection on our outworn buckler, we had an extreme durable tank that were also boosting the accuracy and defenses o' all our fellow party members. moreover, with high intellect, we could also use inspiring liberation and hastening exhortation that had durations that would endure throughout even the most lengthy battles. give 2 party mates +10 accuracy and increased attack rate means Gromnir's paladin tank wouldn't need to tank very long save for a couple rare battles... and in those cases, our high lore meant that we could use any number o' different scrolls to effective end most battles. we also got a ranged kind wayfarer that has relative high int, and is an ideal secondary support character. our ranged paladin is a wood elf with adventurer focus that has the various kill triggered abilities and talents. armed with a war bow, might and intellect is actual our main attributes. we boost intense flames not 'cause we thinks it is a particular useful damage enhancer, but 'cause we know that we can get a guaranteed kill when using flames o' devotion, which then triggers our paladin support abilities. sworn enemy might actual be overkill, but we take it anyways. the lack o' inspiring liberation is a serious shortcoming for the kind wayfarer compared to our darcozzi paladini, but with high intellect, we get sizeable increases in the duration o' exhortations and inspiring triumphs. aside: with 2.0, we may put a few more points into constitution and/or resolve for our tank. inability to stack both resolve and perception for deflection will require a bit o' retooling, which is a shame given that we prefer the dialogue options from high perception, intellect and resolve. HA! Good Fun!
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Dragon Age: Inquisition vs The Witcher 3: Wild Hunt
Gromnir replied to ktchong's topic in Computer and Console
Yeah, that's basically my issue with the series. Also, both of these fantasy worlds are super depressing. It would be nice if they lightened it up a bit. Plus the romance and sex stuff is stupid. chalk us up as somebody who couldn't get through witcher 2. the thing is, we didn't hate the main character more than we hated everything else. the witcher 2 combat were shallow to the point that the player involvement became nothing more than a repetitive chore with startling speed. and the story. look, we know some folks is great fans o' witcher 'cause it is dark and mature and... whatever. ain't mature. story is as shallow as combat. witcher is a self-indulgent, teenage boys' waking wet dream/power fantasy. is immature to a comical degree but somehow it gets mislabeled as mature 'cause it is bloody and gratuitous and cynical. is nothing wrong with making a game that is actual pandering to the lowest common denominator. is nothing wrong with liking such a game-- it is a fantasy after all. am not gonna be too hypocritical 'bout indulging in fantasy, eh? nevertheless, the self-deluded pretension that for some makes witcher a property more deserving o' consideration 'cause o' its maturity is laughable. can't vote-- haven't played either game. that being said, we do not foresee playing witcher 3. HA! Good Fun! -
But Strawnir, no-one has complained that a non-traditional fighter build is viable. I realized long ago that your strawmen doesn't stem from issues with fallacies, but from some cognitive issue in regards to understanding what people are actually saying, and I think you're obfuscating those cognitive issues by "pretending" to speak like a hyperbolically accentuated retard. But it doesn't make it any less important to point it out, lest you'd win arguments by walkover. "It is a fighter afterall and having 3 might and 8 constitution really breaks the role playing feeling..." you can't be this obtuse. HA! Good Fun!
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we get considerable use from athletics, lore and mechanics. am knowing that traps has been nerfed considerable since day 1, but particularly for battles we is pushing the limits as to whether or not we can survive w/o a rest, careful chosen traps is making a difference 'tween life and death. the thing is, with the accuracy penalties that were added to most traps after release, it takes considerable levels in mechanics to make the skill useful as anything other than a universal key for opening treasure boxes. on the other hand, we got considerable motivation to put at least a few points into lore and athletics. is perhaps ironic that lore benefits characters such as monks and fighters more than priests and mages, but that only increases the value o' the skill from our pov. stealth is currently useless to Gromnir as we can always sneak into range so that we get a first attack even with 0 points in stealth. am gonna need see how 2.0 improvements... improve. survival, beyond its usefulness in dialogues, is underwhelming. is few battles that last so long that we gain benefit from the survival boost to consumables. am genuine not certain how to make skills, as a whole, better. traps can be tuned to be more or less powerful, but we sure don't want traps to be determinative o' success. scrolls is already a bit too powerful, particular in the hands o' a high accuracy character-- lore should get some kinda nerfing if we wanna see balance. am not seeing much need for a change in athletics, but we rest infrequent, so perhaps we notice the benefits more often than some others do. am thinking that the duration enhancement o' consumables needs a dramatic boost for survival to be worth the investment o' points. eat a meal and have the benefits last hours rather than minutes? *shrug* as an aside, we see no need to link skills to particular classes. the combat abilities and talents of the classes result in more than enough class differentiation. as the skills is current a secondary or tertiary consideration, we don't see value in forcing a moribund rpg anachronism into yet another game. HA! Good Fun!
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somebody cue "sympathy for the devil." https://www.youtube.com/watch?v=vBecM3CQVD8 following totsc, fans on the Co8 boards demanded less mowing o' wilderness maps or entering o' every house in bg city to find mini-quests. what folks wanted were more durlag's. following bg2, folks complained that the pendulum had swung too far. fans wanted more "exploration." *sigh* by necessity, more exploration in a game with finite resources requires that you get less durlag's and unseeing eye. the obsidians, as with so much o' poe, tried to makes everybody happy. balance exploration with the raedric's keep and endless paths, yes? is a no-win for developers. is tough for us to genuine feel bad for the developers, but we... sympathize. HA! Good Fun!
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But Strawnir, it was never about what you fundamentally can or cannot do, but that the current setup so blatantly favours min-maxing. Yes, it is possible to play just about any combination of Attributes, but no-one has ever said that you couldn't. What is always discussed is the relative viability of the attributes and the balance between them, and yes, this includes role-playing feels. Like how it feels odd that Constitution would be useless for almost everyone, but feels especially odd for tanks and/or fighters. Or how it feels odd that Intellect is the absolutely best stat for Barbarians, and simultaneously a one-stop-shop for all spellcasters. If it was anyone else, I'd find the argument odd that just because you can do something and survive doing it, it works well and shouldn't be changed, or, worse, possible change or improvement shouldn't even be discussed. Because it is possible to make a high-Constitution Spellcaster with Resolve and dumped Intellect, that somehow means that the goal of build variety and less rigid classes and roles is achieved? With your track record, I'm not surprised you somehow reach a conclusion opposite to everyone else. A good system would be one where the attribute bonuses supports build variety and the less rigid classes and roles, not one where the most obvious min/max is apparent at a mere glance, and half the Attributes doesn't support your class or role or desired build. Currently, the "you can make pretty much anything and still stumble through the game"-thing is in spite of the attribute bonuses - and one of my least favourite aspects of th game - not because of them, and most Attributes do in no way support what you suggest, that "poe is different. poe is intentional different. classes and roles is far less rigid in poe. duh.". "feel" arguments is exactly what is so frustrating to the obsidians, 'cause they don't mean anything w/o individual context, and individual context is, *gasp* individual. "feel" is not the reason why intellect benefits the barbarian, or why constitution is a relative weak attribute. is not difficult to show the math behind the advantage o' taking +15 intelligence for your carnage barbarian. again, duh. the obsidian developers specific developed an attribute system that would not unduly punish experimentation, creativity and even ignorance o' the nuances o' the system. Gromnir, for example, has played through potd with 3 different characters: rogue striker/dps), a paladin (tank) and a priest (support). all three has near identical attribute distributions. is all slight variations on the following: m 10 c 10 d 10 p 16 i 16 r 16 all three characters has been not only viable, but effective. a primary goal o' the attribute system is to not punish folks for playing unique builds. to thus complain that a non-traditional fighter build is viable is therefore showing a certain level o' ignorance. mati being unaware the a Goal o' the poe attribute system is exactly what disturbs his rp feeling is understandable. you don't get such a benefit. you should be aware that the attribute system is built precisely to avoid what mati wants. and every complex numbers based crpg system favors min-max. again, duh. poe developers did not pretend or promise that min-max would be impossible in poe. the developers specific has noted that min-maxers would still find advantages. a goal were not to dissuade min-max. a goal were to make alternative builds not only viable but fun. that is precisely what happened and is continuing to happen. with 2.0, maxing resolve, depending on race, will gain a tank a whopping +8-+11 deflection. that is a noteworthy gain, but it is hardly determinative o' success. by the end o' the game, a tank will, even with a 10 in resolve that gives no deflection bonus whatsoever, will be able to generate deflection scores in the 130-140 range. max resolve will see that number increased by 8-11 points. conversely, the tank who instead put points into might or intelligence may discover that those benefits are noteworthy as well. for example, our paladin tank's prime attribute were actually intelligence with perception and resolve scores o' 15 apiece. again, went right over your head. "With your track record, I'm not surprised you somehow reach a conclusion opposite to everyone else." if you think our conclusion is opposite o' everybody, you have not been paying attention. even stun finally reached enlightenment. http://forums.obsidian.net/topic/78279-rpgcodex-review-1-hŵrpa-dwrp/?p=1676639 http://forums.obsidian.net/topic/78279-rpgcodex-review-1-hŵrpa-dwrp/?p=1676649 http://forums.obsidian.net/topic/78279-rpgcodex-review-1-hŵrpa-dwrp/?p=1676654 that you can't even reach stun level o' comprehension is telling... is perhaps why we still cannot get you to understand strawman fallacy. HA! Good Fun!
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still haven't figured out what strawman is... and not embarrassed enough by half at your own ignorance. shame. once you learn how to use logic fallacies, then, perhaps, you can get away with silly labels. "It is a fighter afterall and having 3 might and 8 constitution really breaks the role playing feeling.." we do not profess to read minds. we read as it were written. even so, our complaint would stand with tank or fighter. is not outside our experience to play mage tanks. oh, sure, is quirk builds, but is equal likely/unlikely that we has run into low might/strength and low con tanks as we has been able to find low might/strength and low con fighters. poe is different. poe is intentional different. classes and roles is far less rigid in poe. duh. missed the point... again. and role-play as a basis for complaint? HA! poe allows a player to play a fighter or tank with high con and high might. hell, poe sure as hell don't force a player to play a tank or fighter with might at 3 and con at 8-- those clear ain't any kinda default numbers. lord knows why we would want our tank to have basement fort saves, eh? nevertheless, http://www.ebay.com/bhp/introduction-to-logic-copi you can pick a copy up pretty cheap. invest and save yourself future embarrassments. HA! Good Fun! ps as we noted earlier, we stopped reading the post we quoted, but we reviewed the rest o' his/her post moments ago and we can see that the author knows how to distinguish fighters from tanks.
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The Weird, Random, and Interesting things that Fit Nowhere Else Thread
Gromnir replied to Blarghagh's topic in Way Off-Topic
suicide as a form o' protest just doesn't have the same cache here in the US as it does elsewhere. christianity is part o' the difference. until recent times, christian faiths has been universal in condemnation o' suicide. given that suicide were considered the one sin that were a guaranteed ticket to hell, it carried a certain stigma. thankfully, most christian faiths has relaxed their stance on suicide. even so, while many folks, even devout christians, has come to accept that it is up to an individual to decide when a life is no longer worth living, suicide itself is a regrettable act. with no other alternatives available, we may sympathize with the suicide who chooses death over unendurable pain... perhaps. also, self-immolation, while tragic, makes a kinda sense in those parts o' the world where open protest is criminalized. get thrown in jail for protesting leaves folks with only dramatic alternatives. the thing is, particularly in the USA, open protest is the right o' saints and sinners alike. given how much effort Gromnir has personally expended to promote and preserve an individual's right to protest while still breathing, we have difficulty accepting suicide as a meaningful expression o' protest. HA! Good Fun!